Detalhes bibliográficos
Ano de defesa: |
2022 |
Autor(a) principal: |
CARVALHO, Silvestre Matos de
 |
Orientador(a): |
OBREGON, Rosane de Fatima Antunes
 |
Banca de defesa: |
OBREGON, Rosane de Fatima Antunes
,
ZANDOMENEGHI, Ana Lucia O. A.
,
SANTOS, Wener Miranda Teixeira dos
,
BORTOLATO, Marcia Melo
 |
Tipo de documento: |
Dissertação
|
Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Federal do Maranhão
|
Programa de Pós-Graduação: |
PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN/CCET
|
Departamento: |
COORDENAÇÃO DO CURSO DE CIÊNCIA E TECNOLOGIA/CCET
|
País: |
Brasil
|
Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
https://tedebc.ufma.br/jspui/handle/tede/3779
|
Resumo: |
The learning culture what define the network society makes it converge towards the construction of a new educational model, characterized for the diversity and plurality of individuals. New pedagogical approaches are needed in order to serve an increasingly eager audience for innovative and challenging activities. In that focus, the concept of Gamification emerge as a pedagogical proposal, in order to reframe the traditional forms of educational relationships. However, teachers face challenges in how to structure such activities. Thus, the conceptual basis of Educational Design emerges to guide the planning and structuring of gamified activities, in order to enhance the learning processes, and encourage more effective student involvement. Thus, this research aims to analyze how educational design can help to structure gamification processes. Therefore, the methodology was based on applied research, with an exploratory/descriptive objective, of qualitative character, having the technical procedures as a bibliographic base. The scope of the research involved students from the Technical Course in Nursing of a vocational education institution of the city of São Luís-MA, having as field of application the discipline of Initiation to Study and Research. The gamified platforms were selected “Kahoot, Quizizz and Socrative” which were applied and allowed to perform, in light of the theoretical contribution, the analysis and synthesis of the results obtained. Like final research contribution, were created eight levels recommendations for structuring of gamified activity in perspective of Educational Design. |